Yami's overlay script. Overlay not showing up

GothicMonocle

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Ok, so here is the thing. Try to create a project, containing only those two scripts, then try to replicate the error.
Send the new project here without unnecessary MBs and I will look into it.
I tried to replicate the error and somehow it worked on the clean project. So more than one scripts were causing it to fail. Perhaps it's one of the MOG scripts
either that or the universe just flat-out hates my project
 

TheoAllen

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My offer still stands. Cut out your project size and I will look into it.
It's up to you at this point, or wait for someone else to download the project you posted, and it's not going to be me.

Or try to investigate it further by yourself.
 

GothicMonocle

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My offer still stands. Cut out your project size and I will look into it.
It's up to you at this point, or wait for someone else to download the project you posted, and it's not going to be me.

Or try to investigate it further by yourself.
See the project with all the scripts is going to require more graphics because the MOG scripts I use dont work without them and I don't want to have you download so many MBs. I guess I will just have to suck it up and work without the script.
 

GothicMonocle

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TheoAllen

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Looks like Mog is at fault here. The problem lies in Parallax EX that somehow managed to overwrite the method to update and dispose parallax. Which ignores Yami's. Here is the patch. Put anywhere as long as it's below those two (and above main ofc).
Code:
class Spriteset_Map
  def dispose_parallax
    return if @parallax == nil
    @parallax.bitmap.dispose if @parallax.bitmap
    @parallax.dispose
    @parallax_image.dispose if @parallax_image != nil
    dispose_overlay_map
  end
 
  def update_parallax
    if $game_system.can_update_parallax_ex?
       refresh_parallax if can_refresh_parallax?
       update_parallax_transition_effect
       update_parallax_effects
       update_overlay
       return
    end
    mog_parallax_ex_update_parallax
  end
end
Also as for the record, I renamed ground1-1 to ground2-1 because your map ID is 2.

Edit: There may be some issues later though, I'm not familiar with how mog do stuff. But if you want to show the overlay, this should works.
 
Last edited:

GothicMonocle

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Looks like Mog is at fault here. The problem lies in Parallax EX that somehow managed to overwrite the method to update and dispose parallax. Which ignores Yami's. Here is the patch. Put anywhere as long as it's below those two (and above main ofc).
Code:
class Spriteset_Map
  def dispose_parallax
    return if @parallax == nil
    @parallax.bitmap.dispose if @parallax.bitmap
    @parallax.dispose
    @parallax_image.dispose if @parallax_image != nil
    dispose_overlay_map
  end
 
  def update_parallax
    if $game_system.can_update_parallax_ex?
       refresh_parallax if can_refresh_parallax?
       update_parallax_transition_effect
       update_parallax_effects
       update_overlay
       return
    end
    mog_parallax_ex_update_parallax
  end
end
Also as for the record, I renamed ground1-1 to ground2-1 because your map ID is 2.

Edit: There may be some issues later though, I'm not familiar with how mog do stuff. But if you want to show the overlay, this should works.
I placed it in my game and it gave me this error
upload_2018-12-1_13-38-57.png

I have no idea what this means
 

TheoAllen

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That's kinda expected. Replace the patch with this
Code:
class Spriteset_Map
  def dispose_parallax
    return if @parallax == nil
    @parallax.bitmap.dispose if @parallax.bitmap
    @parallax.dispose
    @parallax_image.dispose if @parallax_image != nil
    dispose_overlay_map
  end
 
  def update_parallax
    if $game_system.can_update_parallax_ex?
       refresh_parallax if can_refresh_parallax?
       update_parallax_transition_effect
       update_parallax_effects
       update_overlay
       return
    end
    mog_parallax_ex_update_parallax 
  end 
 
  def update_om_ground
    return unless @ground || @ground.disposed?
    @ground.visible = $game_switches[YSA::OVERLAY::GROUND_SWITCH] if @ground.visible != $game_switches[YSA::OVERLAY::GROUND_SWITCH]
    @ground.ox = $game_map.display_x * 32 if @ground.ox != $game_map.display_x * 32
    @ground.oy = $game_map.display_y * 32 if @ground.oy != $game_map.display_y * 32
    if @current_ground != $game_variables[YSA::OVERLAY::GROUND_VARIABLE]
      filename = YSA::OVERLAY::GROUND
      filename += $game_map.map_id.to_s
      filename += "-" + $game_variables[YSA::OVERLAY::GROUND_VARIABLE].to_s
      @ground.bitmap = Cache.overlay(filename)
      @current_ground = $game_variables[YSA::OVERLAY::GROUND_VARIABLE]
    end
  end
 
  def update_om_par
    return unless @par || @par.disposed?
    @par.visible = $game_switches[YSA::OVERLAY::PARALLAX_SWITCH] if @par.visible != $game_switches[YSA::OVERLAY::PARALLAX_SWITCH]
    @par.ox = $game_map.display_x * 32 if @par.ox != $game_map.display_x * 32
    @par.oy = $game_map.display_y * 32 if @par.oy != $game_map.display_y * 32
    if @current_par != $game_variables[YSA::OVERLAY::PARALLAX_VARIABLE]
      filename = YSA::OVERLAY::PARALLAX
      filename += $game_map.map_id.to_s
      filename += "-" + $game_variables[YSA::OVERLAY::PARALLAX_VARIABLE].to_s
      @par.bitmap = Cache.overlay(filename)
      @current_par = $game_variables[YSA::OVERLAY::PARALLAX_VARIABLE]
    end
  end
 
  def update_om_light
    return unless @light || @light.disposed?
    @light.visible = $game_switches[YSA::OVERLAY::LIGHT_SWITCH] if @light.visible != $game_switches[YSA::OVERLAY::LIGHT_SWITCH]
    @light.ox = $game_map.display_x * 32 if @light.ox != $game_map.display_x * 32
    @light.oy = $game_map.display_y * 32 if @light.oy != $game_map.display_y * 32
    if @current_light != $game_variables[YSA::OVERLAY::LIGHT_VARIABLE]
      filename = YSA::OVERLAY::LIGHT
      filename += $game_map.map_id.to_s
      filename += "-" + $game_variables[YSA::OVERLAY::LIGHT_VARIABLE].to_s
      @light.bitmap = Cache.overlay(filename)
      @current_light = $game_variables[YSA::OVERLAY::LIGHT_VARIABLE]
    end
  end
 
  def update_om_shadow
    return unless @shadow || @shadow.disposed?
    @shadow.visible = $game_switches[YSA::OVERLAY::SHADOW_SWITCH] if @shadow.visible != $game_switches[YSA::OVERLAY::SHADOW_SWITCH]
    @shadow.ox = $game_map.display_x * 32 if @shadow.ox != $game_map.display_x * 32
    @shadow.oy = $game_map.display_y * 32 if @shadow.oy != $game_map.display_y * 32
    if @current_shadow != $game_variables[YSA::OVERLAY::SHADOW_VARIABLE]
      filename = YSA::OVERLAY::SHADOW
      filename += $game_map.map_id.to_s
      filename += "-" + $game_variables[YSA::OVERLAY::SHADOW_VARIABLE].to_s
      @shadow.bitmap = Cache.overlay(filename)
      @current_shadow = $game_variables[YSA::OVERLAY::SHADOW_VARIABLE]
    end
  end
end
 

GothicMonocle

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Thank you for the help but I think I will just stick with making custom tileset. Parallax mapping is not worth the trouble.
 

TheoAllen

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Lmao, well up to you. But really there's no other parallax script aside from Mog's? I wonder.
 

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